using UnityEngine;

public enum WaveFinishCondition
{
    EndTime,
    BeatBoss
}

[System.Serializable]
public class WaveData
{
    [Header("波次名称")] public string waveName;

    [Header("敌人生成的数据")] public EnemySpawnData[] enemySpawnDatas;

    [Header("波次结束条件")] public WaveFinishCondition waveFinishCondition;
    
    [Header("波次持续时间")] public float waveDuration;

    [Header("波次开始前的延迟")] public float waveStartDelay;
    [Header("波次结束后的延迟")] public float waveOverDelay = 1f;

    [Header("该波次结束后距离下波次的间隔")] public float nextWaveWaitInterval = 60f;

    [Header("该波次生成敌人的间隔")] public float spawnInterval;
}
